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do you know if jfx is advanced enough for rendering of this kind yet ? looks like it should be - I have a lot of work to do in this respect, I was thinking of migrating the old swing / awt codebase over. My issue with using 500+ is the only thing I actually like is some of the HD (not even all of it), I like the simple 'medieval' feel of the early game, but not against some aspects of it like the textures / water lighting etc
The (original) client barely uses AWT anyway tbh (and no Swing at all!). It actually has its own 2d rasterizer backed by an int array. It only really uses AWT to copy those pixels to the screen once per frame, and to render the loading bar very early on before its own rasterizer is ready.
I assume JavaFX will have some high performance mechanism to copy a bunch of pixels held in an int array to the screen, but I'm not familiar with it, so I don't know what it is.
Presumably there's also way to get OpenGL working with JavaFX as well, but you might still need an AWT component somewhere (as the only way I'm aware of to get a native window handle in Java, which you need to actually set up an OpenGL context, is via JAWT).
On fury if you have full screen with depth buffer and anti aliasing enabled, doesn't matter if your running a top end cpu you won't break 30fps, and that's not because it's badly optimised, a cpu is just slow compared to gpu for rendering.
Yea even if you ignore the benefit on not making all of you players redownload 99% of the same data every cache change (who cares about the players right?), your server cache could go out of sync with the downloaded cache causing all kind of weird client experiences e.g maps not matching up.
And that's exactly my point, doesn't matter who you are, rebuilding or riping from a high rev client will take longer and most likely be worse, why bother?
so add gpu rendering ? it's not worth me stripping a high rev of things I don't want either.
as for the update server:
1. it's a little extreme to say downloading a tiny cache folder (on older clients it's less than 100mb) is not caring about players in this day and age it's simply acknowledging the fact that connections are far faster.
2. you shouldn't get any sync issues if you verify and have a proper distribution system.
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